//============================================================================
// Copyright (C) 2010 Brett R. Jones
// All Rights Reserved
//
// You may redistribute and/or modify for non commercial and commercial uses
// provided this copyright notice remains in place and is not modified
//
// This code is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
//
// brettjones1900@gmail.com
// http://www.p2panarchy.com
//============================================================================


class DtwStateCutScene : public GameStateBase
{
public:
	//=== vars ===//
	DtwGameMgr *					m_poGameMgr;			// game manager
	U32								m_u32CutSceneStartTime;

	//=== constructor ===//
	DtwStateCutScene();
	//=== destructor ===//
	~DtwStateCutScene();

	//=== state overrides ===//
	//! startup
	virtual RCODE	GameStateStartup( VxIrrBase * poIrrBase );
	//! shutdown
	virtual void	GameStateShutdown( void );
	//! update current game state.. time is millisec since app started
	virtual RCODE	GameStateUpdate( U32 u32AppTimeMs );
	//! called when application is about to sleep
	virtual RCODE	GameStateAppSleep( void );
	//! called when application is resuming from sleep.. app must reload textures etc
	virtual RCODE	GameStateAppResume( U32 u32FrameTimeMs );
	//! do cut scene completed action
	virtual void	CutSceneCompleted( void );


};
